Adjacent Modules

Adjacent modules tell the enemy A.I. how to maneuver through the level and tell where you are.  If you do not set the adjacent modules, the enemies will get stuck in side one module and will not “see” anything outside that one module.  In strictly deathmatch levels, you do not need to worry about this as there will not be any enemy A.I. in the level.  In a single player level or co-op level however you need to set them for the enemies to interact correctly with the level.

Mode

Mode > Exit

Exits mode.

Link

Link > Add

Select a module and click on Add.  This will add the selected module to the adjacent module list for the base module or connects as many modules together that you want by clicking on each and clicking add.

Link > Delete

Takes the selected module out of the occupied module’s list.

Link > Copy From Vmodules

Base  

Base > Set Base

Select a module and click on set base.  This will add all of the modules that are “touching” the selected module to the selected module’s adjacent module list.

Base > Show All

Not quite sure what this does.  It makes all the modules in the level appear highlighted blue like the base module.  Fool around with it.

Base > Find Not Done

Shows you the modules in the level that currently do not have adjacent modules.

View Mode

View Mode > Polyline

Shows you all the modules in the level, you can see through the walls.

View Mode > Filled Polyline

Only shows you the modules you would see in-game.  You cannot see through the walls.

Misc.

Misc. > Selected by polygons

Select modules by Polygon instead of by module

Misc. > Toggle View Distance

Toggles the distance at which you can view modules. 

Misc. > Recalculate Entry Points

Does what it says.